godot/scene
Trevor Davenport 70a55540b7 Ensure primitive meshes are created before connected to changed signal.
Primitive meshes are special in that they aren't created until calling
one of their methods which cause it to actually create the mesh
resources.  If this is not done early enough, a changed signal can be
triggered from an unexpected thread resulting in a threading warning.

This follows the pattern of mesh_instance_3d which also does this before
connecting to the change signal.  Future cleanup could provide a better
means to populate the meshes.
2024-11-26 20:51:08 -07:00
..
2d Ensure primitive meshes are created before connected to changed signal. 2024-11-26 20:51:08 -07:00
3d Merge pull request #99619 from TokageItLab/flippable 2024-11-26 13:04:48 -06:00
animation Merge pull request #99585 from TokageItLab/start-end-each 2024-11-26 13:04:41 -06:00
audio Merge pull request #95711 from TokageItLab/warn-oneshot-prop 2024-11-22 14:54:30 -06:00
debugger Merge pull request #98777 from AThousandShips/debug_no_3d_fix 2024-11-10 12:12:50 -06:00
gui Merge pull request #99516 from KoBeWi/quantum_entanglement_of_source_files 2024-11-26 13:04:54 -06:00
main Merge pull request #99270 from Sauermann/fix-svc-drop-config 2024-11-21 17:56:48 -06:00
resources Merge pull request #97824 from TokageItLab/retarget-modifier 2024-11-26 13:04:47 -06:00
theme
property_list_helper.cpp
property_list_helper.h
property_utils.cpp Use (r)find_char instead of (r)find for single characters 2024-11-17 10:02:18 +01:00
property_utils.h
register_scene_types.cpp Merge pull request #97824 from TokageItLab/retarget-modifier 2024-11-26 13:04:47 -06:00
register_scene_types.h
scene_string_names.cpp
scene_string_names.h
SCsub